Guide/Modules
New pilot
The New pilot module takes a new account up the levels by itself: the Starter missions, then the missions that pay the most experience, the Prometheus Laser missions at 17 and the pirate missions on 5-2 at 22. On the way it flies the best ship it owns, fits the best gear it has, and buys equipment for credits. Several accounts running it together play as one group. Beta
Its defaults are a whole strategy. Every part of it is a setting below, so you can change it.
What it does
- Missions: follows one mission path. It ranks every mission on offer by the experience it brings a minute - from how fast your pilots have actually done that kind of mission, and how often ships die on its maps - and works them one at a time. Missions with a running time limit come first, PvP missions and long ore gathering come last, and missions far below the pilot's level are left. The main missions that open more missions are worked towards, and the ones a step needs - mines laid, a flight cloaked - are done too.
- Level rewards first: the "Level 5", "Level 10", "Level 15" and "Level 20" missions pay a ship and gear the moment they are taken, so a pilot that has reached the level takes them before anything else, making room for them if every slot is full.
- Ship: flies the best ship its hangar has - the Diminisher while levelling, the Solace from level 17 (some pilots of a group, the healers, as soon as they get it). A ship change is a short trip to a station and back.
- Equipment: fits the best lasers and generators it owns, the ship upgrade modules and cannon shields that add the most hull, shield and damage, any particle cannons, lenses and drives it has, puts spare lasers on its drones, and fills free extras and heavy-gun slots. A ship wearing nothing is fitted at once; better gear waits for the next station unless enough of it is waiting to be worth the trip.
- Buying: for credits, the best lasers and generators the shop sells for its free slots, a rocket launcher, and drones - an uridium drone when you allow its price, else a credit one, swapped for an uridium one later. Then the X formation for credits and, once the drones are bought, the Drill formation for uridium.
As a group
Accounts running New pilot in one in-game group play together:
- One mission for everyone. Every pilot says which missions it has, and the group picks one from all of them - the same mission for every pilot, worked together until every pilot that needs it has it done, so every kill counts for each of them.
- The group grows together. The missions of the pilot furthest behind come first, so the others help it catch up. A pilot a level above the rest takes no mission of its own: it flies with the group and helps until the others reach its level.
- Starter missions and level rewards first. A pilot still on its Starter missions finishes them first, and the "Level 5/10/15/20" missions are taken the moment a pilot reaches the level.
- Prometheus together. Once every pilot of the group is level 17, the group flies the Prometheus Laser missions together, in order, before anything else - and goes back for a pilot that is still on an earlier one.
- Each pilot to the giver for a reason of its own. A pilot goes to a quest giver only when the group's mission waits there for it, or its own offers need reading - never the whole group because one pilot needs a visit. Only your own company's givers are used.
- Flying together. The members roam close to the leader, and the group shoots one target: whoever opens fire first, the others with nothing to shoot come and help. A ship under fire gets the others flying to it.
- Big NPCs together. A pilot that finds an NPC with a big hull calls the others. The ship the NPC shoots stays further away as the tank while the rest attack, and the roles change when the NPC turns.
- Attacks are answered. When a player attacks one of the group, every ship on that map turns on him, and no ship runs off alone. A player who runs away is let go.
- A lost leader hands over. A leader coming back from a death leads nobody until it has rejoined the group; the pilot already with the others leads meanwhile.
While the account you are watching flies New pilot, the map's window icons include the group window: every pilot's level, experience and how far behind the best it is, credits, uridium, map, hull, what it is doing, and its missions with what is left of each.
On its own, an account does everything else the same; the group parts simply stay off.
Making the group
- Put the accounts on one config whose job is New pilot.
- On the player list, tag every pilot Fly with.
- On the leader, under PET, group & ship, set Invite to Fly with. On every other account, switch Accept invites on with Only from Fly with.
- Start them. The leader invites the others within a minute.
Group settings belong to an account on one config: if you move the accounts to another config, set them again there.
With your AI (AI assistant): give it the list of accounts and ask it to set them up as a group. It adds them, spreads them over your proxies, makes the config, starts them and forms the group.
Settings
| Setting | What it does |
|---|---|
| Work with the group | Play as one group with the other accounts in your in-game group. On. |
| Keep near the leader | A member roams within this distance of the leading ship and leaves NPCs further away alone. 2,000. |
| Leader waits for the group | The leading ship starts no journey while a member is on another map, for up to 90 seconds. On. |
| Missions held at once | How many of the path's next missions every pilot takes at a giver - the same ones for all. 4. |
| Skip missions this many levels below the group | A mission this many levels or more below the group's lowest pilot is left. 2. |
| A pilot is behind from (share of the level) | A pilot this share of a level behind the others counts as behind, and its missions come first. 5%. |
| Long gathering from (minutes) | A mission whose ore takes at least this long to collect comes after every other mission. 30. |
| A death costs (minutes) | What each likely death on a map adds to its missions' time, from the deaths your pilots have had there. 3. |
| UberKristallons from level / …or once the group has a Solace | Missions with UberKristallons wait for this level, or for a Solace in the group. 17, on. |
| Only help the group / …or when this many levels above the group | A pilot that only helps: a big account flying with the small ones, or a pilot this many levels above the others. Off, 1. |
| PvP missions / …asking at most this many kills / …hunted on | The missions to destroy enemy players, hunted together with the group on the maps you pick; left when they ask for more kills than this. On, 20, 5-3. |
| Pause for a mission doubler offer | When the game offers the mission reward doubler, the account pauses so you can buy it; resume it when done. Off. |
| Pause at levels | The account pauses on reaching these levels, so you can catch the doubler offer the game makes around them. 6. |
| Fit the best equipment | Fit the best gear owned by the tables below. On. |
| Lasers by damage / Generators by worth | What "best" means, as tables you can reorder. |
| Fly to a station to fit from (items) | Make a trip to fit when at least this many items are waiting. 3. |
| Fly the best ship it owns | Change to the best ship by the tables below. On. |
| Ships while levelling / Group ship from level / Ships from that level | Diminisher while levelling; Solace from 17. |
| Healers before that level | How many pilots of a group fly the Solace as soon as they have it. 4. |
| Repair ability / Repair below | The ship ability fired when you or a group member on the map is hurt. Solace, 70%. |
| Call the group for NPCs from hull | A pilot finding an NPC this big that a member's mission needs calls the group. 1,000,000. |
| …and drop the current target from (× that hull) | From this many times that hull the others drop their own target and come at once. 2. |
| Tank NPCs from hull / Tank range | Against an NPC this big, the ship it shoots circles at the tank range. 1,000,000, 650. |
| Answer attacks on the group | Every ship turns on a player who attacks one of the group. On. |
| Ammunition against attackers | UCB-100 (x4). |
| …and RSB whenever it is ready | Also fire the RSB salvo at the attacker each time it is ready. RSB costs uridium. Off. |
| Let an attacker go beyond | An attacker further than this from every ship is let go. 1,300. |
| Rocket / Keep rockets | The rocket kept bought and fired, when the config's own Auto shop and Auto CPU are off. |
| Slug / Keep slugs | The particle cannon's slug kept bought (200, with credits) and fired - only while a cannon is on the ship, and only when the config's own Auto shop and Auto CPU are off. |
| Keep credits above | Never buy below this many credits. 50,000. |
| Lasers | Which laser ammunition to load. |
| Buy equipment | Buy lasers, generators, a launcher and drones for credits. On. |
| Generators to buy | Speed or shield. Speed. |
| Rocket launcher to buy | Bought once when the account has none. Hellstorm launcher 1. |
| Buy the X formation | Bought with credits once the rocket launcher is there. It gives extra experience; fly it by naming it in your ship modes or NPC table. On. |
| Formation against players | Flown while the ship shoots a player, since the X formation does no damage to players. Falls back to Standard when the account does not own it. Drill. |
| Buy the Drill formation / …once this many drones are bought | Bought with uridium once that many drones are bought, so it never takes a drone's uridium. On, 8. |
| Leave the X formation for a quest's honour / …for quests paying honour from / …in the formation | The X formation takes away a kill's honour: for the last kill of a quest paying this much honour, fly another formation. Off, 100,000, Standard. |
| Uridium drone / Credit drone / Most to pay for a uridium drone / Drones in all | Iris and Flax, up to 25,000 uridium for an Iris, 8 drones. |